GottaGetGatt wrote: » No. you get the ogre for the imc campaign and the Stryder for the other side
Magill wrote: » The thing is... actual AMAZING mp games that aren't MMO's don't need developers to be constantly pushing out new content. Some games, while they may be decent games, just don't have the ability to keep players coming back. I feel that Titanfall in its current state is one of these games. Titanfall 2 will need some major changes. -Remove the bots -make it more rare to get a Titan/ Limit the number of titans on the map -Modes without Titans (The gunplay is better than CoD imo, its just that the games getting so boring 2 minutes into the game when half the players on hte map are in Titans). Honestly, just gets boring when the game is all PVE or Player vs Titan gameplay... imo.
Overheal wrote: » The bots/minions add way too much to the atmosphere of the match. No, I wouldn't endorse their removal whatsoever. The minions serve very useful purposes: 1) Atmospheric filler. Why would 2 oppossing factions invest so much time and energy into fights involving 5 soldiers a side by dropping expensive-ass titans into the battlefield? Now if it's a full on pitched battle with soldiers and **** down there, great. 2) Scoring and Build-time. Players who are newer or lack the PVP skills can kill minions to earn XP and get enjoyment from the game. In Attrition it's also an important strategy: a Player kill may earn around 5 points but each minion is 1 point and they can be killed in DROVES with weapons like the Smart Pistol and Arc Cannon (and that's why I MVP Attrition). Each minion killed also reduces build time on your Titanfall and Core Charge time when your titan is on the field, hence even during non-attrition modes it's perfectly valid to go kill grunts to expedite your titanfall. 3) Cover. During Pilot Hunter for instance a lot of players will strategically blend in with a minion squad, sometimes even donning the Spectre Camo burn card, so the average player will ignore the spectre squad (and the enemy player) as shooting at them may reveal your position on the radar, or if you do engage you'll end up revealing yourself to the blended-in guy by killing a spectre/grunt and not the player, who can follow up quickly with the kill. 4) Tells and Flow of Battle. Especially if you equip Minion Radar, the location of enemy grunts gives you an idea of where the battle lines are drawn on this relatively large map (for pilots; somewhat 'average' size for Titans) as Minion AI tend to migrate naturally toward enemy player locations. Also, grunt chatter can be used to alert you to enemies nearby, eg. "Eyes on hostile pilot; Copy - eyes on hostile pilot!" As for reducing Titans, no given the match length there is really no need. The average titan life is about 60 seconds, the Anti-titan options for Pilots and other Titans are well balanced, and in the average 10 minute match each player will get about 2, possibly 3 titans, and there are ample periods in the match where there is more than 1-3 titans on the field. Non-titan modes eliminates the feel of the game really, and you have titan-free gameplay during the initial opening minutes of a match. Without titans, you could criticize the game for being "Call of Duty: Parkour" and with Call of Duty: Advanced Warfare on the way for people who want that flavor of play without the large robots thrown in, there seems to be no point.
GAME UPDATE FOUR NEW FEATURES (All Platforms) Featured Game Mode - We're introducing Featured Game Modes into our playlist rotation. These are game modes that will be available for a limited time only. New Featured Game Modes will be introduced periodically to replace any outgoing Featured Game Mode. Our first Featured Game Mode is Marked For Death, and Wingman Last Titan Standing will follow shortly after. Marked For Death - A player on each team will be marked for death! Kill the enemy mark while protecting your teammate. Titan Burn Cards – 14 new burn cards that add amped Titan weapons and enhanced Titan abilities. You won't lose your selected Titan Burn Card if you die as a Pilot, only when you die as a Titan. There is an orange highlight around Titans that have Burn Cards equipped on the Titan Counter HUD and Titans with active Burn Cards have an indicator near their health bars. Titan Insignias – Want to show off your accomplishments? You can now select from a host of emblems to customize your Titan. Insignias are unlocked by completing challenges but if you've already completed the requirements, that emblem will be ready to use when the update installs. Two emblems come courtesy of Penny Arcade (thanks, PA!) and another recognizes users who completed the "Gooser" challenge the hard way. Matchmaking - We've made improvements to matchmaking & team balancing. Now, teams are rearranged just before the level loads, to further balance the teams' skill and player counts. You'll notice that you're greyed out in the lobby until teams are set. You'll also notice "Connecting…" as players join a match. Titan OS Voices – Players now have 3 Titan V.O. options to choose from including the classic "Betty" as well as Jeeves and Lisa. More Titan OS VO - New helpful warnings and observations from your Titan. Challenge Tracker – You can now select which challenges you want to work towards and find them easily. You can review your tracked challenges during a match by bringing up the in-game menu. Lobby Music – The ability turn lobby music on or off. Updated Menu Art – Menus get a new coat of digital paint with additional art. The Main Menu background movie has been updated as well. Audio - Killing a Pilot now plays a special sound effect to the killer and unique sounds are played when killing a Pilot or Titan via Titanfall. Auto-Titans – Your Auto-Titan will now use all Titan abilities. If you've equipped electric smoke, it will deploy electric smoke when it gets rodeo'ed. If you've equipped the particle wall, it will deploy a particle wall when it is under fire. Rodeo - You now see the name of the Titan you rodeo. Burn Cards – You'll notice a Triple Burn Card selector on bottom right of the HUD after you die. It's a reminder to use your cards and a convenient way to select them. Burn Card overflow protection - To protect players who have a full Burn Card deck from losing the opportunity to earn valuable rare Burn Cards, you may now exceed your maximum deck size. However, you must discard down to a legal deck size before you arm new Burn Cards. To make this less obtrusive, the maximum base deck size has been increased from 26 to 46. Burn Card Deck Limit tied to Gen level – Maximum deck size is increased by 6 cards per gen on top of the base 46 with a maximum of 100 for Gen 10. Drift Guard - New "Movement Drift Guard" gamepad setting in options. Unlocks – You'll still be able to unlock the Stryder and Ogre chassis by playing Campaign, but you can also unlock them in normal MP modes. The Stryder will unlock at level 15 and the Ogre at level 30. Win/Loss Streak – Your win/loss streak for the last 10 matches is now displayed in the lobby over the image of the next map. NEW FEATURES (X1) Achievements – If you bought the Expedition DLC for Titanfall you have a new set of achievements to unlock by playing the DLC maps.
Magill wrote: » Killing dumb bots in a online shooter is just boring. How about just having actual mp battles instead of "filler" as you say ? Why does the player limit have to be 6 ?
"It’s pretty clear that more players don’t make for a better game. Remember MAG and its 256 players? Honestly, there’s little about that game worth remembering."
"The higher the player count, the more uncomfortable the game gets," Justin Hendry, the game’s lead designer, told Polygon. "Unlike in most games where you can sit there and guard the two ways in, inTitanfall the guy can come in through the window right behind you, he can come from the window to your left, he can come from straight ahead, he can come in from the stairway and he can come in from the doorway, or whatever. Essentially there are five directions you can get killed from and the higher that player count, the more likely you are to get killed from behind and the more difficult it is to kind of manage your surroundings." For those who criticise Titanfall, Hendry says "I've watched people come in and play the game that just don't have the twitch reflexes," Hendry said. "They'll get in the Titan and have fun.""It just comes back to what makes the game fun," Hendry said. "If you're making a game and you're making decisions that's not based on fun because you're trying to please someone or trying to match numbers, you're not doing the right thing. "Why not make Call of Duty 256 players, or Battlefield 256 or 512? Maybe that would be awesome. Maybe that would be awesome for that type of game built around that, but you can't just jam players into a game and say this is what is ordained."
dreamers75 wrote: » titanfall updated 3 times in last 2 days? something up with it? havent played in months.
Overheal wrote: » http://www.gameranx.com/updates/id/19783/article/titanfall-only-supports-12-players-for-the-sake-of-fun/ You can also really say the same about Planetside 2. At a certain point you actually get less fun from having a thousand players in the vicinity, the vast majority of hardware can't even render that many players (the Game engine is robust enough to prevent crashing by plain refusing to draw players farther out once the **** really gets crazy) became a real complaint for both snipers and snipers victims, where a sniper with a $3000 machine might be able to make a kill at 1000 yards where most players can't even see out to 250ft say during peak time at The Crown - the ultimate cluster**** location of Planetside 2. But even when you could render everything, say in a biodome, biodomes are no fun to play with 500 people running around, because its basically just forcefield farming. more:http://www.pcgamesn.com/titanfall-may-only-have-12-human-players-its-closer-50-characters-ai
Metroid diorteM wrote: » I'm new too and absolutely loving it! A lot of fun.
Magill wrote: » lol talk about taking a point to the extremes and going mad with it. I'm obviously not suggesting they go and add another 200 players to the gamemodes... my point was if they feel the need to add cannon fodder as "Filler" because the maps are too big for 12 players, then I think it would be better if they just increased the player numbers a bit... make it 8v8 or even 10v10. They'd probably also have to reduce the numbers of Titans and the frequency that players get them, which is another thing that I think will only make the game better and more "Fun". Maybe its just me that thinks the infantry vs infantry is by far the most "Fun" moments in the game, Titan vs Titan is boring and Infantry vs Titan is just a chore... for me. Just things I hope they change for the sequel, since its obvious that what they have now is not perfect.
Overheal wrote: » Thats the thing, the maps really are not too big for 12 players. The maps fit neatly in this space where the size and scale of the game works best for 12 pilots and/or 12 titans. Minions rarely cause much of a problem aside from creating atmosphere and you might rarely get finished off by one. They playtested numerous team sizes like I referenced above. 5v5, 7v7, 8v8, etc. and they settled on 6v6 I'm sure they had a bloody good reason for doing so. If your big complaint about Titanfall is you don't like the Titans then this doesn't exactly sound like the best game for you.
GottaGetGatt wrote: » Not a fan if the Titan Burn Cards tbh.I Hardly even use burn cards in general , just totally forget about them during matches.
helimachoptor wrote: » How do you kill a titan when jumping on? No matter what gun i use i seem to kill myself
helimachoptor wrote: » nope using my rifle, played a few games earlier and it happened again